Minko Engine  Develop once, deploy everywhere  The power of native, the reach of the web  Open source, with enterprise-class support “We chose Minko to be the 3D engine in one of our new Flash-based games because we think it’s a highly professional […] solution in terms of development ecosystem and high performance.” André Weissflog, Head of Development at Skyrama 2 by BigPoint Mobile. Web. Native.

Native: C++11  Standard, fast, well documented and supported by a vast community  Already fully supported by all major compilers (VS, GCC, LLVM…)  New additions make it closer to what we’re used to with AS3/Javascript – Closures/lambda functions – Type inference (instead of dynamic typing) – Shared pointers

Scripting: Lua  Fits all the requirements of a scripting language  Vastly used by the video game industry (World of Warcraft, Fable II & III, Neverwinter Nights, …) – Complete list of games scripted with Lua  Very (very) fast – LuaJIT is comparable to Javascript V8, if not faster  Designed to be embedded  Designed to script games – Simple but very efficient syntax – Minimalistic set of features but very extensible – Coroutines!

OpenGLES2Context  Extends AbstractContext  Implement all required methods using the OpenGL API  Actually uses OpenGL bindings, but limited only to what is actually available in OpenGL ES 2 – Should work out of the box with any OpenGL ES 2 compliant implementation – But also on any OpenGL implementation (ex: Windows, Mac and Linux) AbstractContext OpenGLES2Context WebGLContext

WebGLContext  Extends OpenGLES2Context – Actually inherits more than 95% of its code  Override a few methods to handle some minor WebGL quirks – Some methods do not work properly/exist and have to be wrapped using (simple) workarounds AbstractContext OpenGLES2Context WebGLContext

Components – Ex: Directional Light  The Transform component is not mandatory – Scene nodes do not necessarily have a 3D transform: lighter and more customizable – Yet our directional light is pointless without a configurable direction…

Lua Coroutines function myScript() doSomething() while isIdle do say(‘hello how are you?’) wait(seconds(3)) end while not isIdle do wait(keyboard.anyKeyDown) handleKeyboard() end end

Final result…

Conclusion

My Feedback – The Good Parts  Working with C++ 2011 is amazing  More complex but so much powerful/expressive than AS3/JS  Useful and reliable STL containers (list, maps, sets, etc…)  Shared pointers make memory management just as easy as with managed languages: not a single memory leak so far!  Visual Studio/XCode are very good IDEs  Minko 3’s implementation is much lighter and yet just as much powerful  Vagrant + Premake provides an efficient build system with cross- compilation

My Feedback – The Good Parts  Compatibility  The app runs on Windows, Mac, Linux and WebGL withouth a single modification!  Haven’t tested iOS/Android yet, but should work out of the box  Binary size  Closure compiler will make the binary 2 to 3x lighter  LZMA compression will make the binary 5 to 6x lighter  Combine both to get a final binary even lighter than the native one!  Speed  2x speed of native code thanks to asm.js!  Possiblity much faster than an AS3 implementation  Integration  Emscripten « modules » system make it easy to generate a *.js file and run it in any web page

Vagrant http://www.vagrantup.com/  Goal: easily cross-compile without installing/configuring complicated stuff  Virtualized build environment  Based on VirtualBox  Will install and bootstrap everything for you  Will auto-update itself to make sure you always use the latest stable toolchain  We provide the configuration file to compile to HTML5/WebGL in just a single command line!  Ubuntu virtual machine  Uses Premake4 + gmake  Will do the same for Flash/Crossbridge

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